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Reboot AV

Lighting Operation

Chapter 01

Introduction

A lighting console is a machine for remembering. It remembers which fixture is which, what each one was doing in every moment of the show, and in what order those moments happen. The operator's job is to teach it accurately and then play it back without anybody noticing that a person is doing it.

This book is the desk and everything around it: the patch that makes the rig controllable, the palettes that make it workable, the cues that make it a show, the rehearsal where the show is actually built, the hour on GO with an audience in, and the ten minutes when a fixture is doing something nobody asked for.

What this book covers

  • The console's three jobs — patch, program, playback — and the workflow through them.
  • The plot, the hookup and the magic sheet, and what each tells an operator.
  • Patching: profiles, addresses, universes, organisation, and proving it against the real rig.
  • DMX cabling, splitters, terminators, lighting over a network, and RDM.
  • Groups and palettes, and why a show built on them can be re-focused in one move.
  • Recording cues, tracking against cue only, timing, and the cue stack.
  • Faders, executors, effects engines and everything that is not the GO button.
  • Focus sessions, technical rehearsals, working with a designer and being called by a stage manager.
  • Busking a show with no plot, and running to timecode when something else is in charge.
  • Moving lights, LED colour, haze, power, safety, show files and load-out.

Who this is for

Technicians who know what a fixture and a DMX address are and now have to drive the desk: house operators, programmers in training, and anybody who has been handed a console an hour before a show. It assumes Lighting Basics for fixtures, addressing and the properties of light.

Chapter 02

How to Use This Book

Read it once, then keep it beside a console. The chapters follow a production: the rig and its paperwork, the patch, the data, the looks, the cues, the rehearsal, the show, and what happens when it goes wrong.

Build a file as you read

Every chapter about programming is worth an hour on a desk, real or offline. Patch ten fixtures, build groups, record five cues, make one of them track and one of them block, and run them. An offline editor on a laptop teaches most of this for nothing.

Keep a notebook

The other habit is a small notebook, and it is the one that outlasts this book. An operator's work is full of numbers nobody will repeat for you -- the address the last fixture on the truss ended at, the mode a house unit is set to, which menu on this desk hides the patch, the focus note the designer gave on Tuesday that nobody wrote down. Write them by hand as you meet them.

Two pages are worth keeping permanently. One is a list of the venues you have worked in and what is strange about each house rig, because you will go back. The other is the running list of things that went wrong and what fixed them, which is how a fault you have seen once stops costing you an hour the second time.

A note on the words

Console vocabulary is brand-specific and inconsistent. Palettes are presets on some desks and focuses on others; executors, playbacks and faders overlap; a cue is a memory, a step or a state depending on who trained you. This book uses the words most widely understood and names the alternatives where they matter.

A note on safety

Lighting rigs are overhead, hot, heavy and electrically live. Nothing here qualifies you to rig a fixture, to work at height or to do electrical work. It teaches you to recognise the hazards, to work within your training, to keep people out from under a moving rig, and to stop work that is unsafe.

Where this book sits

This book assumes Lighting Basics for what a fixture, a DMX address and a cue are. It does not assume you have ever sat at a console with a room waiting for you.

What pairs with this

  • Show Control Fundamentals — what happens when something else presses GO
  • Rigging Awareness — the rig your fixtures hang from

Where it leads

These are not steps in an order. Take whichever one fits.

  • Lighting Intermediate — deeper programming and larger rigs
  • Lighting Automation — moving lights and automated rigs in depth
  • Lighting Design — deciding what the show looks like, not only building it
Chapter 03

The Console's Jobs

Every console ever made does three things: it learns the rig, it learns the show, and it plays the show back. Buttons, screens and syntax differ wildly; those three jobs do not, and holding them in mind makes an unfamiliar desk readable in an afternoon.

A lighting console does three things: patch, program, and play back. Everything fits in those.

Patch, program, playback

Mixing Console
Mixing Console

A lighting console — the desk that controls the rig — does three core jobs, and understanding them organises everything. Patch: telling the console what fixtures are connected and at what DMX addresses, so it knows how to control each one. Program: building the looks and cues — selecting fixtures and setting their intensity, colour, beam, and position, then recording those states. Playback: running the show — triggering the cues so the lights do what you programmed, live. Patch, program, playback: set up the fixtures, build the show, then run it. Every console task is one of these three.

This builds directly on Lighting Basics: patching uses the DMX addressing you learned, programming sets the four properties of light you learned, and playback runs the cues you learned about. The console is where all that theory becomes hands-on operation. Holding the patch-program-playback structure in mind makes any lighting console — however complex its specific buttons — understandable, because everything it does serves one of these three jobs.

Patch is the desk learning the rig: what each fixture is, where it is addressed and what it can do. Program is the desk learning the show: groups, palettes, looks and the cues that hold them. Playback is the show happening: cues fired in order, in time, live.

Ask of any unfamiliar control which of the three it serves. If you cannot say, you have not understood it yet — and on most desks the answer is obvious the moment the question is asked.

Every console does three things It learns the rig, it learns the show, and it plays the show back. Buttons and syntax differ wildly between desks; these three jobs do not. PATCH · PROGRAM · PLAYBACK PATCHthe desk learns the rigprofiles and modesaddresses and universesnumbering and labelsprove it against the rigPROGRAMthe desk learns the showgroupspaletteslooks and cuestiming and the stackPLAYBACKthe show happensGO, back and jumpsfaders and executorsbuskingtimecodeAsk of any unfamiliar control which of the three it serves.If you cannot say, you have not understood it yet — and on most desks the answer is obvious once asked.Patch errors look like programming errors; programming errors look like fixture faults. Prove each stage.
FIG 3.1 Patch, program and playback — the three jobs every console does, and what belongs to each.

From rig to run show

The overall workflow flows through those jobs in order: patch the fixtures (so the console controls the real rig), build looks and record them as cues, sequence those cues into a cue stack (the ordered list that is the show), and then run the show on GO. This is the same prepare-then-execute pattern found across live production — the programming work happens before the show, so the live show is running prepared cues. Understanding this flow tells you what you are doing at each stage of preparing and running a lighting show.

This connects lighting operation to show control and the wider production: the lighting cues are part of the show, run in coordination with everything else, sometimes triggered by a show controller or run to timecode. The lighting operator prepares the rig and the cues, then runs them in step with the show. The flow from patch to run is the backbone of operating lights, and each chapter of this book deepens one stage of it.

The order is fixed, and skipping a stage costs more than it saves. Patch, prove the patch, build groups and palettes, record cues, sequence the stack, rehearse it, then run it. Programming happens before the audience, so the show is prepared cues rather than live invention.

Where the show is busked rather than cued, the same order still applies. You are building playback material in advance instead of a stack, and the preparation is what makes the improvisation possible.

What an operator actually does, hour by hour

In the morning: check the rig is as the plot says, patch, prove, and fix what does not agree. Through the day: groups, palettes, focus with the designer, then cues. In the evening: run the show, watch the stage rather than the desk, and write notes for tomorrow.

Very little of the job is pressing GO. Most of it is preparation, and the quality of the preparation decides whether the show is calm.

Desks differ; the model does not

Theatre desks are built around a tracking cue stack and a stage manager calling GO. Concert desks are built around executors, palettes and playing live. Architectural and corporate desks are built around presets and triggers. All three are still patch, program, playback.

This is why an operator who understands the model can be useful on a strange desk quickly, and why somebody who only memorised one desk's buttons cannot.

The three jobs, and what belongs to each

Every control on every console serves one of these.

JobThe desk learnsTypical work
PatchWhat is out there and whereProfiles, addresses, universes, numbering, labels
ProgramWhat the show looks likeGroups, palettes, looks, cues, timing, effects
PlaybackWhat happens nowGO, back, jumps, faders, busking, timecode
Where this varies
  • Patch errors look like programming errors and programming errors look like fixture faults. Prove each stage before building on it.

On the job

An operator is handed an unfamiliar console ninety minutes before a corporate show. They find the patch screen, the group and palette buttons, the record function and the playback faders — four things — and run the show successfully without ever opening a manual, because they knew what they were looking for.

What goes wrong

SymptomLikely causeWhat to do
Hours are lost learning a desk with a room waitingTrying to learn a console's syntax rather than locating its three jobsFind patch, record, palettes and playback first; everything else can wait
The show is programmed but nothing behaves as expectedProgramming built on an unproved patchAlways prove the patch against the rig before programming
The operator is busy during the show and misses cuesWork that belonged to the afternoon being done in the eveningMove preparation forward; playback should be the calmest part of the day

Practice it

Take any console, hardware or offline.

Practice it
01
Find the patch screen and say how you would add a fixture.
Answer
Every desk has all five, usually within two menus.
02
Find where a group is recorded.
Answer
Groups are almost always beside palettes.
03
Find where a cue is recorded and where the stack is listed.
Answer
The stack is usually the main display.
04
Find the playback faders and the GO button.
Answer
GO is the largest button on the desk for a reason.
05
Say which of the three jobs each screen you passed belongs to.
Answer
If a screen fits none of the three, it is configuration.
Field checklist
  • You can name the three jobs and where each lives on this desk.
  • The rig matches the plot.
  • The patch is complete and proved.
  • You know who calls GO tonight.
Chapter 04

The Rig and the Paperwork

Before a console is switched on, somebody has drawn the rig. The plot says what is hung where, the hookup says what is plugged into what, and the magic sheet is the one page an operator actually keeps in front of them. An operator who cannot read them is guessing all day.

The light plot

Fixture
Fixture

A light plot is a scale drawing of the rig seen from above: every fixture in its position, drawn as a standard symbol, with its channel number, its type, its colour and often its purpose. A section drawing shows the same rig from the side, for angles and trim heights.

Read it the way you would read any drawing: find the title block, check the revision, find the legend, then find your own department's information. The plot tells you how many fixtures of each type to expect and where they point before you have seen the room.

The documents an operator works from The plot says what is hung where, the hookup says what is on each channel, the magic sheet is what you actually read at speed, and the cue synopsis says what has to happen. EACH ANSWERS A DIFFERENT QUESTION LIGHT PLOTwhat is hung where,pointing at whatSECTIONat what heightand angleCHANNEL HOOKUPwhat is on each channel,at what addressINSTRUMENT SCHEDULEwhat is oneach positionMAGIC SHEETwhat do I pressto light thatCUE SYNOPSISwhat has to happen,and whenMark up every one of them as the day changes things — a plot that no longer matches the rig will mislead somebody at speed.Draw yourself a magic sheet even when nobody supplies one. The one you drew is the one you can read.
FIG 4.1 The plot, the section, the hookup, the schedule, the magic sheet and the cue synopsis — and what each one answers.

The hookup and the instrument schedule

The channel hookup lists every channel in order and says what is on it: fixture type, position, address, colour, purpose. The instrument schedule lists the same information sorted by position instead. Between them they are the patch, written down before the patch exists.

Patch from the hookup rather than from memory, and mark it up as reality differs — a fixture swapped for another type, an address changed on the floor, a unit that did not turn up.

The magic sheet

A magic sheet is the designer's and operator's cheat sheet: a single page, drawn rather than tabulated, grouping the rig by what it does — front light, back light, sides, specials, the moving lights — with the channel or group numbers beside them.

It exists because during a tech nobody has time to read a hookup. Make one for yourself even when nobody supplies it, because the sheet you drew is the one you can read at speed in a dark room.

Whose rig is it?

A house rig belongs to the venue: fixed positions, a known patch, and rules about what may be moved. A touring rig arrives in trucks with its own plot, its own crew and its own show file. A one-off is hired in and built for a day.

What you are allowed to change depends entirely on which of the three you are standing in. On a house rig, ask before re-patching anything; on a touring rig, the visiting crew's file is the truth.

The cue synopsis

A cue synopsis lists the moments a show needs light to change — the script pages, the songs, the speaker changes — with a short description of each. It is written by the designer before the tech and is what the cues are built against.

For an operator it is a map of the evening: how many cues there are, where the fast ones are, and where a mistake would be most visible.

The documents an operator works from

Each answers a different question; none replaces another.

DocumentAnswers
Light plotWhat is hung where, pointing at what
SectionAt what height and angle
Channel hookupWhat is on each channel, and at what address
Instrument scheduleWhat is on each position
Magic sheetWhat do I press to light that
Cue synopsisWhat has to happen, and when
Where this varies
  • Mark up every one of them as the day changes things. A plot that no longer matches the rig will mislead somebody at speed.

How to do it

  1. Get the plot, the hookup and the cue synopsis, and check their revisions.
  2. Walk the rig and compare it with the plot, position by position.
  3. Note every difference: missing units, substituted types, changed positions.
  4. Find out whose rig it is and what you may change.
  5. Patch from the hookup, not from what you expect.
  6. Prove the patch fixture by fixture.
  7. Draw yourself a magic sheet before the designer arrives.
  8. Report the differences to the designer or production electrician early.

What goes wrong

SymptomLikely causeWhat to do
A cue looks wrong in tech and nobody knows whyThe rig differs from the plot in a way nobody recordedWalk and compare before patching; mark every difference on the paperwork
The operator is slow at every request in techNo magic sheet, so every selection is a searchDraw one during the afternoon; it pays for itself in the first ten minutes
A house fixture is re-patched and the next event failsChanging a house rig without asking or recordingAsk first, record the change, and put it back

Practice it

Find any light plot — yours, a venue's, or a published one.

Practice it
01
Read its title block and legend and say what revision it is.
Answer
If there is no revision, treat the plot as unreliable.
02
Count the fixtures of each type.
Answer
The count is your first check against the real rig.
03
Find the channel numbers for the front light.
Answer
Front light is usually the lowest-numbered block.
04
Draw a magic sheet for it on one page.
Answer
Drawn by purpose, not by number — that is the whole point of it.
Field checklist
  • Current plot, hookup and cue synopsis.
  • Rig walked and compared with the plot.
  • Differences written down and reported.
  • You know whose rig it is and what you may change.
  • A magic sheet exists, even if you drew it yourself.
Chapter 05

Patching Fixtures

Patching is the desk being introduced to the rig, fixture by fixture. It is clerical work that decides everything afterwards: get it right and the show behaves; get it wrong and you will spend the tech chasing ghosts.

Before you can control a light, the console has to know it's there.

What patching does

Lighting Console
Lighting Console

Patching is introducing the console to the fixtures: telling it what kind of fixture is at which DMX address, so it knows how to control each one. Remember from Lighting Basics that each fixture has a DMX address and uses a number of channels for its parameters; patching is where you tell the console at the desk side that, say, a particular moving head is patched at address 1 and is a certain fixture type. Once patched, the console knows that fixture's controls (intensity, colour, pan, tilt) and lets you operate them. Patching is the essential first step — an unpatched fixture is invisible to the console.

Patching in the console must match the addressing on the actual fixtures (the patch-and-address handshake from Lighting Basics). If a fixture is physically addressed at 1 but the console is patched expecting it at a different address, control will not work correctly. Getting the patch right — every fixture correctly typed and addressed in the console to match the rig — is the foundation everything else builds on, and a patch error is a common reason a light does the wrong thing.

For each fixture the desk needs three things: what it is, where it starts, and which universe it lives in. From the fixture type it knows how many channels the light uses and what each one does, so that a colour wheel is a colour wheel rather than channel seven.

The address on the desk must match the address set on the fixture itself. That handshake is the whole of patching, and the commonest fault in lighting is that the two no longer agree.

The patch is a handshake The desk holds a fixture type, a mode and an address. The fixture holds an address and a mode of its own. When the two disagree, the light does something nobody asked for. THE DESK AND THE FIXTURE MUST AGREE ON THE DESKFixture typeprofile from the libraryModehow many channels it usesAddresswhere its channels startUniversewhich 512 it lives inON THE FIXTUREAddressset on the unit itselfModeset in the unit's menuData indicatoris DMX arriving?Poweris it alive at all?mustagreeTHE CHANNEL CHECK PROVES ITOne fixture at a time, somebody watching the stage: the light that comes on must be the light the desk names.An error found in a channel check costs a minute.The same error found in a tech rehearsal costs everybody in the room ten.Wrong profile or wrong mode: the fixture responds, but colour changes the gobo and dimming moves the head.
FIG 5.1 What the desk holds, what the fixture holds, and the channel check that proves they agree.

Organising the patch

A good patch is organised so the rig is easy to work with: fixtures grouped and labelled logically (all the front wash together, the moving heads together), so you can select and control them sensibly while programming. On a large rig with many fixtures, a clear, well-organised patch is what makes programming manageable rather than chaotic. The operator sets up the patch to reflect the rig in a way that makes the creative work that follows efficient.

Patching is also where you confirm the console and rig agree: after patching, you check that controlling each patched fixture actually affects the right real light (often by bringing each up one at a time). This verification — that the patch matches reality — catches addressing and patch errors before they cause confusion in programming or the show. A verified, organised patch is the solid foundation that makes the rest of lighting operation work smoothly.

Number by meaning. Front light in one block, backlight in another, moving lights in their own range, specials at the end. Leave gaps so that the unit added tomorrow does not have to go at the end of everything.

Label every fixture with what it is and where it is, not with its model number. "SL Wash 3" is useful in a dark room at ten o'clock; "Fixture 47" is not.

Profiles, personalities and modes

A profile — also called a personality or a fixture library entry — is the desk's description of a model of light: its channels, its ranges, its default values. Many fixtures offer several modes with different channel counts, and the mode on the fixture and the mode in the patch have to be the same one.

A wrong profile is worse than no profile: the fixture responds, but colour changes the gobo and dimming moves the head. When a light behaves nonsensically, check the mode before you suspect the light.

Universes, and running out of them

A DMX universe carries 512 channels. A simple LED wash may take four of them and a big moving light forty or more, so a modern rig fills universes quickly and is spread over several, carried to the rig by nodes over a network.

Plan where universes break before patching rather than after. Keeping a type of fixture, or a position, inside one universe makes fault-finding far easier later.

Proving the patch

Walk the rig with the desk. Bring up one channel at a time and confirm that the light that comes on is the one the desk says. This is the channel check, and it is the only thing that proves patch, addressing, data and the fixture itself all agree.

Do it before anything is programmed. An error found during a channel check costs a minute; the same error found in a tech rehearsal costs everybody in the room ten.

The patch is proved one fixture at a time, with somebody watching the stage.

When the patch and the rig disagree

  • Nothing happens: data, power, or the fixture is addressed elsewhere.
  • The wrong light comes on: an addressing error, on the desk or on the fixture.
  • Two lights come on together: two fixtures share an address.
  • The light responds oddly: wrong profile or wrong mode.
  • Only the first few channels work: the fixture is in a smaller mode than the patch expects.

What to check when a patched fixture does nothing

In this order. Most faults are found in the first three.

CheckLooking for
Power at the fixtureIs it on at all
Data indicator on the fixtureIs DMX arriving
Address on the fixtureDoes it match the patch
Mode on the fixtureDoes it match the profile
Cable and terminatorA break, or a missing terminator on the last unit
Splitter or node outputIs that branch live at all
Desk output and universeIs the desk sending on that universe
Where this varies
  • Change one thing at a time, and put back anything that was not the fault.

How to do it

  1. Work from the hookup, in channel order.
  2. Select the correct profile and the correct mode for each fixture.
  3. Assign addresses and universes as the hookup specifies.
  4. Label every fixture by position and purpose.
  5. Leave numbering gaps for additions.
  6. Channel check the whole rig, one fixture at a time, with somebody watching the stage.
  7. Note every disagreement and fix it at the fixture or on the desk.
  8. Save the file before programming anything.

What goes wrong

SymptomLikely causeWhat to do
Two fixtures always do the same thingThey share a DMX addressRe-address one at the fixture and correct the hookup
A moving light's colour changes when you move itWrong profile or wrong modeMatch the fixture's mode to the profile; re-patch if needed
The last few fixtures in a run flickerMissing terminator, an overlong run, or too many units on one lineTerminate the line, split it, or re-route it
A programmed cue lights the wrong part of the stageThe patch was never proved against the rigChannel check before programming, always

Practice it

On any desk, real or offline, patch a small rig.

Practice it
01
Patch eight LED washes and four moving heads, in two blocks with gaps.
Answer
Blocks with gaps are the habit that survives contact with a production.
02
Give every fixture a label that means something in a dark room.
Answer
Position and purpose, never model number.
03
Work out how many DMX channels the rig uses and whether it fits one universe.
Answer
Moving heads are what fill universes.
04
Write the channel check you would run, in order.
Answer
One fixture at a time, with somebody watching the stage.
Field checklist
  • Every fixture has the right profile and mode.
  • Every address on the desk matches the address on the fixture.
  • Numbering is by meaning, with gaps left.
  • Every fixture is labelled by position and purpose.
  • A channel check has proved the whole rig.
  • The file is saved.
Chapter 06

Data, Networks and Addressing

Most calls of "that light is broken" are a data problem. Control leaves the desk as a stream of numbers and has to reach every fixture intact; where it does not, the fixture is innocent and the cable, the splitter or the network is guilty.

What DMX actually is

DMX carries 512 numbered slots, each holding a value, sent repeatedly and in order down a single cable run. Every fixture on that run hears all of it and pays attention only to the slots starting at its own address. There is no acknowledgement and no error correction: whatever arrives is acted on.

That simplicity is why it is everywhere and why it fails quietly. A corrupted stream does not report anything; it just makes a fixture behave strangely.

How control reaches a fixture Out of the desk as universes on a network, into nodes, out as DMX lines through splitters, down daisy chains, terminated at the far end. Most dead fixtures are a fault on this path. THE FIXTURE IS USUALLY INNOCENT CONSOLEuniverses outNETWORKsACN or Art-NetNODEnetwork to DMXSPLITTERisolated branchesbranch 1branch 2branch 3one dead branch is asplitter or cable fault,not eight dead lightsEVERY DAISY CHAIN ENDS IN A TERMINATORIts absence usually works and sometimes does not — which is why missing terminatorsare the most maddening intermittent fault in the trade.TWO TESTS SETTLE ALMOST EVERY LIGHTING FAULTMove the suspect fixture onto a known-good line: if the fault travels, it is the fixture.Move a known-good fixture onto the suspect line: if the fault stays, it is the line.RDM lets you read address, mode and errors without a ladder.A universe is 512 channels. One moving head can use forty of them.
FIG 6.1 Console to network to node to splitter to daisy chain, terminated at the far end — and the two tests that settle almost any fault on it.

Cabling, topology and termination

A DMX run is a daisy chain: desk or node to fixture, fixture to fixture, with a terminator at the far end. It is not a star, it does not branch without a splitter, and it is not microphone cable — proper data cable matters on long runs.

Termination is a small resistor in a plug at the end of the chain. Its absence usually works and sometimes does not, which makes missing terminators one of the most maddening intermittent faults in the trade.

A daisy chain ends in a terminator, and its absence is an intermittent fault.

Splitters, nodes and universes on a network

A splitter takes one DMX line and drives several isolated branches, which both extends the rig and stops one bad fixture killing a whole run. A node converts between network protocols and physical DMX lines, so universes travel over a standard network cable and become DMX at the rig.

sACN and Art-Net are the two common ways of carrying universes over a network. Both work well on a properly configured, dedicated network and badly on a shared office one, which is why lighting networks are usually separate.

Universes travel as network data and become DMX at the rig.

RDM, and addressing from the floor

RDM adds a back-channel to DMX: the desk can discover what is out there, read each fixture's address, mode, temperature and error state, and set its address remotely. On a rig hanging twelve metres up, that changes the day entirely.

It needs RDM-capable fixtures, splitters that pass it, and a controller that speaks it. Where any of those is missing the feature silently disappears, which is worth knowing before you plan an afternoon around it.

Faults that look like fixtures and are not

Flicker, random movement, one fixture stuck, a whole branch dead, everything fine until the smoke machine runs: all of these are data or power symptoms far more often than fixture failures.

Test by substitution and by isolation. Move the fixture to a known-good line; move a known-good fixture onto the suspect line. Two minutes of that answers the question that an hour of staring at a rig will not.

Data symptoms and their usual causes

Innocent fixtures are blamed for most of these.

SymptomUsuallyCheck
Whole branch deadSplitter output, node, or a cableSwap the branch onto a known-good output
Intermittent flickerMissing terminator, overlong run, bad cableTerminate, shorten, replace
One fixture randomBad cable to that unit, or a failing inputMove that fixture on the chain
Everything freezesDesk output stopped, or the network droppedCheck desk output and node status
Works until a device is switched onPower or network interferenceSeparate supplies and network
Universe missing on a networkNode configuration or sACN priorityCheck node setup and universe numbers
Where this varies
  • Data and power problems mimic each other. Prove both before condemning a fixture.

On the job

Four fixtures at the end of a truss flicker during the show and are fine in the morning. The cause is a missing terminator that mattered only once the run was extended for the second act. A one-pound plug, half an hour of confusion, and a visible fault in front of an audience.

What goes wrong

SymptomLikely causeWhat to do
A fixture is replaced and the fault staysThe fault was in the line, not the lightIsolate by substitution before replacing anything
The rig works in the venue and not at the next oneNode or universe configuration travelled with the file but not with the rigDocument node settings with the show file, and check them on arrival
Lighting drops out whenever the venue's network is busyUniverses sharing a general-purpose networkPut lighting on its own network or its own VLAN

Practice it

With any small rig you can reach.

Practice it
01
Trace one DMX run from desk to last fixture and say where the terminator is.
Answer
Many runs have no terminator at all, which is the finding.
02
Count the fixtures on that run and their total channel use.
Answer
This is what tells you whether a universe is nearly full.
03
Find the splitter or node and say which branches it feeds.
Answer
Knowing the branches is how you halve a fault quickly.
04
Plan how you would isolate a flickering fixture halfway along it.
Answer
Swap it with a neighbour; if the fault moves, it is the fixture.
Field checklist
  • Every run is terminated at its far end.
  • Branches come from a splitter, not from a home-made Y.
  • Node and universe settings are recorded with the show file.
  • Lighting is on its own network, or its own VLAN.
  • You can name which branch every fixture is on.
Chapter 07

Building Looks

A look is the rig doing something specific at a moment: these fixtures, at these intensities, in these colours, pointed here. Building looks quickly is the whole skill of programming, and the speed comes from work done before any look is built at all.

Lighting is painting with light — and the console is the brush.

Selecting fixtures and setting parameters

Console
Console

Building a look means creating a lighting state — a picture made of light. You do it by selecting the fixtures you want and setting their parameters: intensity (how bright), colour, beam, and position (the four properties from Lighting Basics). Select the front wash and bring it up warm; select the moving heads and set them blue, aimed at the stage. Each adjustment shapes the look until you have the picture you want. This is the creative heart of lighting operation — using the console to paint a scene with light.

The console gives you tools to do this efficiently: selecting groups of fixtures at once, setting parameters quickly, and adjusting by feel until the look is right. The skill blends the technical (knowing how to drive the console to set parameters) and the artistic (knowing what look serves the moment). Building looks well is what separates a lighting operator from someone just turning lights on — it is composing with light, fixture by fixture, parameter by parameter.

Every fixture is a set of parameters. Intensity is how bright, colour is what colour, beam covers gobo, zoom, focus, iris, prism and shutter, and position is pan and tilt. A look is a value for every parameter you care about.

Select, then set. Almost every desk works that way: choose the fixtures, then change the attribute. Getting fast at selection is worth more than getting fast at anything else.

From look to cue

Once you have built a look you like, you record it as a cue — storing that complete lighting state so it can be played back exactly later. Recording a cue captures all the fixtures' settings as a saved moment, often with a time (a fade) attached, so it can be recalled on command during the show (the cue concept from Lighting Basics, now created by you). This is how a look you build in programming becomes a repeatable part of the show. Build the look, record it as a cue, and you have made one moment of the show.

Programming a show is largely this: building look after look and recording each as a cue, until you have all the moments the show needs. Each cue is a saved picture of light; the show is the sequence of them. The operator works through the show building and recording cues in advance, so that on the night the show is a matter of playing them back. This build-and-record loop is the core programming activity of lighting operation.

When the look is right, record it. What gets recorded depends on the desk and on what you tell it: everything on stage, only what you have touched, only selected fixtures. Knowing which of those you are doing is the difference between a clean show file and a haunted one.

Name cues as you record them. "Cue 12" tells you nothing at half past ten on a Friday; "12 — band up, blue wash" tells you everything.

Groups first, always

Before any programming, build groups: all the front wash, all the backlight, the moving heads, odds and evens, stage left and stage right, each colour of LED bar. Building thirty groups takes twenty minutes and saves that in the first hour of a tech.

Groups are also how a designer's language reaches the desk. When they say "just the back trusses at fifty", that should be two presses, not a hunt through a patch.

Palettes, and why a show is built on them

A palette — also called a preset or a focus — stores a value for one kind of attribute: a colour palette for a particular red, a position palette for the downstage vocal spot, a beam palette for a narrow gobo look. Cues then refer to the palette rather than to raw numbers.

This is what makes a show survivable. When the rig moves, or the singer stands a metre left, you update one position palette and every cue that used it follows. A show programmed in raw values has to be rebuilt cue by cue.

Why a show is built on palettes Cues that refer to a palette follow it when it changes. Cues built from raw numbers have to be rebuilt one at a time when the rig moves or the singer stands a metre left. UPDATE ONE PALETTE, EVERY CUE FOLLOWS BUILT ON RAW VALUEScue 1 pan 137 tilt 42 red 255cue 2 pan 137 tilt 42 red 255cue 3 pan 137 tilt 42 red 255cue 4 pan 137 tilt 42 red 255the rig moves → fifty cues to rebuildBUILT ON PALETTEScue 1 position: vocal colour: warmcue 2 position: vocal colour: warmcue 3 position: vocal colour: warmcue 4 position: vocal colour: warmthe rig moves → update one paletteBUILD THESE BEFORE THE DESIGNER SITS DOWNgroups by purpose · colour palettes · position palettes · beam palettes · a magic sheet · a saved base fileAn hour here saves several during the tech.The designer speaks in purposes — "just the back trusses at fifty".With groups that is two presses. Without them it is a hunt through a patch, with a room watching.Name everything as you build it. Renaming afterwards never happens.
FIG 7.1 The same four cues built on raw values and built on palettes, and what happens to each when the rig moves.

Building looks that survive a change

  • Use groups for selection, so a re-patched fixture stays inside its group.
  • Use palettes for colour, beam and position, so one update fixes every cue.
  • Record only what you mean to record.
  • Name everything as you go, not afterwards.
  • Save the file after every significant block of work.

Working quickly without making a mess

Speed in programming is mostly preparation and habit: groups and palettes built first, a magic sheet in front of you, a consistent naming scheme, and one way of recording that you use every time.

The programmers who look fastest are rarely pressing buttons faster. They are selecting in one move what others select in six.

What to build before the designer sits down

An hour here saves several during the tech.

BuildWhy
Groups by purposeThe designer speaks in purposes, not channels
Colour palettesOne update changes every cue that used that colour
Position palettesA re-focus becomes one change, not fifty
Beam palettesGobo and zoom looks reused instead of rebuilt
A magic sheetSelection at speed in a dark room
A saved, named base fileSomewhere to come back to
Where this varies
  • A show recorded in raw values instead of palettes cannot be re-focused; it can only be reprogrammed.

How to do it

  1. Build groups for every way you will need to select the rig.
  2. Build colour palettes for the show's principal colours.
  3. Build position palettes for the places performers will be.
  4. Build beam palettes for the looks the designer has described.
  5. Name every group and palette in plain language.
  6. Draw or print a magic sheet that matches those names.
  7. Save the file, and save a copy as the base state.
  8. Only now start building looks.

What goes wrong

SymptomLikely causeWhat to do
Re-focusing after the rig moves takes a whole dayPositions recorded as raw values rather than palettesRebuild on palettes; it is faster than fixing it twice
Recording a cue changes fixtures you did not touchRecording everything on stage rather than only what was selectedLearn the desk's record scopes and choose one deliberately
Programming is slow and the designer is waitingNo groups, so every selection is built by handStop and build groups; twenty minutes buys the afternoon back
Nobody can find anything in the file the next dayNothing was namedName as you record; renaming afterwards never happens

Practice it

On a desk or offline editor with a dozen fixtures patched.

Practice it
01
Build six groups by purpose and name them.
Answer
Purpose names, not numbers.
02
Build four colour palettes and two position palettes.
Answer
Two positions is enough to show the principle.
03
Build a look using only groups and palettes, and record it.
Answer
If you touched a raw value, you have not used the palettes.
04
Change one position palette and watch what happens to the look.
Answer
Every cue built on that palette follows it — which is the whole point.
Field checklist
  • Groups exist for every selection you will need.
  • Colour, beam and position palettes exist and are named.
  • A magic sheet matches those names.
  • You know exactly what your record command captures.
  • The base file is saved.
Chapter 08

Cues, Cue Stacks & Playback

A cue is a moment the desk can return to. A stack is those moments in order. Between them sits the one idea that confuses every newcomer on a modern desk: whether a change you make now stays changed for the rest of the show.

A show is a sequence of cues, run one GO at a time.

The cue stack

A cue stack (or cue list) is the ordered sequence of cues that makes up a show, arranged in the order they will be played. Once you have programmed your cues, you sequence them into the stack so that advancing through it runs the show in order. Each cue has its look and its timing (how it fades in), so moving from one cue to the next transitions the lighting smoothly from one state to the next. The cue stack is the show, written as a series of lighting states the operator steps through.

Building the cue stack means getting the cues in the right order with the right fade times, so the show flows as intended. This is the same cue-list discipline from media servers and playback, applied to lighting. A well-built cue stack means running the show is simply advancing through it; a disorganised one makes the live show a scramble. The operator prepares the stack carefully so the live operation is calm and reliable.

The stack is the show, in order, with a number for each cue so that cues can be inserted between existing ones — 12.5 between 12 and 13 — without renumbering anything. That habit alone saves hours in a tech.

Leave whole numbers for the show's real moments and use decimals for what gets added during rehearsal. When the numbering stops meaning anything, the stack is harder to talk about in a room.

Running on GO

Running a lighting show from a cue stack is done with GO: each press of the GO button executes the next cue, fading the lights from the current state to the next over the programmed time. The operator advances through the cue stack on the show's cues — pressing GO at each moment, often on the call of a stage manager or to the beat of the show — and the lights transition exactly as programmed. This is playback: the prepared cues running on command, turning the programming into a live lighting show. It is the lighting equivalent of the GO-driven cue lists used across the rest of the production.

Running the show well means hitting each GO at the right moment, in step with the show — the same standby-then-go timing discipline as other cued roles. The operator follows the show, stays ready for each cue, and fires it on time so the lighting lands with the music, the speaker, or the action. A well-programmed cue stack run with good timing produces a seamless lighting show that the audience experiences as part of the moment, never noticing the operator stepping through cues.

In playback, the desk is waiting on your GO. Alongside it sit back, which restores the previous state, and a way of jumping to a specific cue — the control you will want when a show skips a scene and nobody warned you.

Keep a hand near GO and your eyes on the stage. The cue you are about to fire is written down; what is happening on stage is not.

Tracking, cue only and blocks

On a tracking desk, a value you set stays set in every following cue until something changes it. Record a blue wash in cue 5 and it is still there in cue 9 unless cue 6, 7 or 8 says otherwise. That is a feature: you record only what changes.

Cue only records a change into one cue and leaves the following cue as it was. A block cue deliberately stops values tracking through it, so that a change made earlier cannot leak into the second act. Knowing which mode you are in when you press record is the single most useful piece of console literacy there is.

Tracking, cue only and the block On a tracking desk a value you set stays set in every following cue until something changes it. That is a feature — and the single biggest source of confusion on a modern console. SAY WHICH MODE YOU ARE IN BEFORE YOU RECORD TRACKcue 1cue 2cue 3cue 4cue 5cue 6cue 7cue 8travels forwardCUE ONLYcue 1cue 2cue 3cue 4cue 5cue 6cue 7cue 8this cue onlyBLOCKcue 1cue 2cue 3cue 4cue 5cue 6cue 7cue 8frozen herea block cue at each act start stops act one leaking into act twoRecord all · record selected · update · cue only · track — the same button does different things on different desks.Find out which before a tech, not during one.Leave whole numbers for the show's real moments and decimals for what rehearsal adds.
FIG 8.1 The same change recorded with tracking, with cue only, and against a block cue.

Cue timing

Every cue has a time: how long the fade takes. Most desks add a delay (wait before starting), a wait or follow (fire the next cue automatically after this one), and parts, which let different fixtures in the same cue move at different speeds.

Timing is where a cue stops being correct and starts being right. A three-second fade and a three-minute fade are the same cue with entirely different meanings, and the designer will ask for both.

What a cue's timing actually contains A fade time, a delay before it starts, a wait that fires the next cue automatically, and parts that let different fixtures move at different speeds inside one cue. TIMING IS WHERE A CUE STOPS BEING CORRECT AND STARTS BEING RIGHT GOdelayfade — the cue happeningwait / follownext cue fires itselfPARTS — one cue, several speedspart 1 · the wash, 5 secpart 2 · the movers, 12 secpart 3 · the backlight snap, 0 secA three-second fade and a three-minute fade are the same cue with entirely different meanings.The designer will ask for both, and the difference is the craft.Name every cue as you record it. "Cue 12" tells you nothing at half past ten on a Friday.
FIG 8.2 What a cue's timing contains: the delay before it starts, the fade itself, the wait that fires the next cue, and parts running at different speeds.

Updating cues in rehearsal

Most of a tech is changing what already exists. Make the change, decide whether it belongs in this cue only or from here onwards, and update. Say out loud what you have done — "that's in cue 14 only" — so the designer knows what they are looking at.

Save often and save named versions at the end of each session. A tech is exactly the situation in which somebody presses the wrong thing, and a file from an hour ago is a far better answer than an evening of work.

What to do when a cue goes wrong live

Keep going. A wrong state held confidently is far less noticeable than a desk being fiddled with. Fix it at the next natural cue rather than reaching for the fault in the middle of a moment.

If you fire a cue early, do not fire back into it in a panic. Note where the stack now is, ride it out, and rejoin at the next cue the stage manager calls.

Recording modes, and what each one does

Say which one you are using before you press record.

ModeEffect
TrackThe change stays in all following cues until something changes it
Cue onlyThe change lives in this cue; the next cue is protected
BlockValues are frozen here so earlier changes cannot track through
Record allEverything on stage is captured, whether you touched it or not
Record selectedOnly the fixtures you selected are captured
UpdateThe existing cue is changed rather than replaced
Where this varies
  • The same button does different things on different desks. Find out which before a tech, not during one.

How to do it

  1. Record the opening state as cue 1 with a sensible time.
  2. Work in the order the show happens, not the order that is convenient.
  3. Record each change as it is agreed, saying aloud what you recorded.
  4. Use decimals for cues inserted between existing ones.
  5. Give every cue a name that means something at speed.
  6. Set times as they are asked for; note the ones that are still guesses.
  7. Put block cues at act starts so nothing tracks across an interval.
  8. Save a named version at the end of every session.

What goes wrong

SymptomLikely causeWhat to do
A change to an early cue breaks the second actThe value tracked forward through everythingUse cue only for local changes and block cues at act boundaries
The stack has to be renumbered during a techCues numbered consecutively with no gapsWhole numbers for real moments, decimals for insertions
A cue is right in rehearsal and wrong in the showIt was never recorded — only set liveRecord as you go, and check the cue rather than the stage
An operator fires GO twice in a panicReacting to a mistake instead of holding the stateHold, note where you are, and rejoin at the next called cue

Practice it

On a desk or offline editor, build a ten-cue stack.

Practice it
01
Record ten cues with sensible names and times.
Answer
Names take five seconds each and save minutes later.
02
Change a value in cue 3 with tracking on and see how far it travels.
Answer
It travels until something else changes it.
03
Do the same with cue only and compare.
Answer
Cue only protects the following cue and nothing else.
04
Put a block cue at cue 6 and repeat the experiment.
Answer
The block stops it dead — which is what act boundaries are for.
05
Insert a cue between 4 and 5 without renumbering anything.
Answer
4.5 — the reason to leave whole numbers for real moments.
Field checklist
  • Every cue is named and timed.
  • Act boundaries are blocked.
  • Nothing in the show depends on a value that was only set live.
  • You can jump to any cue on request.
  • A named version of the file is saved and exported.
Chapter 09

Faders, Effects and Everything That Is Not GO

A cue stack is one way of playing a rig back, and on many shows it is not the main one. Faders hold states, executors hold chases, effects generate movement nobody recorded frame by frame, and macros do in one press what would take twenty.

Faders, submasters and executors

A submaster or executor is a fader or button holding something — a group at a level, a colour state, a chase, a whole look — that can be brought in on top of or instead of the stack. On concert desks these are the show; on theatre desks they are the extras.

Lay them out so that your hands know where things are without looking. Colours in one row, positions in another, effects in a third, and the same layout every time you build a file.

Highest takes precedence, and what overrides what

When two sources want the same parameter, the desk needs a rule. For intensity it is usually highest takes precedence: whichever source asks for the most wins. For attributes such as colour and position it is usually latest takes precedence: the most recent instruction wins.

This is why a forgotten submaster at ten per cent can quietly light a blackout, and why a busked colour can refuse to go away. When something will not turn off, ask what else is asking for it.

Effects, chases and shapes

An effect engine generates movement mathematically: a circle on pan and tilt, a sine on intensity, a colour step through a palette, with a size, a speed and an offset between fixtures. A chase steps through recorded states in order at a set rate.

The offset is what makes an effect look designed rather than mechanical: the same circle, spread across twelve fixtures, becomes a wave. Speed is almost always the control the designer will want on a fader.

Macros and command-line habits

A macro records a sequence of presses so it can be repeated in one. Useful macros are the boring ones: clear the programmer, release everything, go to a known state, black out safely, set a house preset.

On command-line desks, learn the small vocabulary that does most of the work — select, at, record, update, copy, delete, time — and the rest of the desk becomes shortcuts to things you can already say.

Building a layout you can play

For a busked show the layout is the instrument. Decide what each fader does, keep the arrangement consistent between shows, and leave the most used things under your strongest hand.

Label the layout physically as well as on screen where you can. In the dark, a strip of tape with three words on it beats a menu.

A layout you can play Busking is not improvisation. It is prepared material — states, colours, positions, one chase with its speed under your hand — laid out the same way every time. THE LAYOUT IS THE INSTRUMENT LOOKSwarmcoldbigsmallbareCOLOURSdeep blueamberredwhitewash offPOSITIONSdownstagedrum riserwideaudiencehomeMOVEMENTcirclesweepstepSPEED →stopAND ONE PRESS THAT GETS YOU OUT OF ANYTHINGa blackout and a release-everything macro, reachable without lookingChange on musical events, not between them. A change slightly late looks like a mistake.
FIG 9.1 A busking layout: looks, colours, positions and movement in fixed rows, with a way out of anything.

What lives on a playback, and what it is for

A well-built layout is why some operators look effortless.

On a fader or buttonUsed for
Group at a levelQuick access to a wash or a section of rig
Colour stateChanging the whole rig's colour in one move
Position stateSending movers to a known place
Chase or effectMovement, with speed on a nearby control
A full lookBusking whole states song by song
Blackout or release macroGetting out of trouble in one press
Where this varies
  • Anything left up at a low level will ruin a blackout. Have a release that clears everything, and use it.

On the job

A blackout is not black. Two fixtures sit at eight per cent, and the cause is a submaster nudged an hour earlier that nobody noticed. The operator who knows that intensity is highest-takes-precedence finds it in five seconds; everybody else looks at the patch.

What goes wrong

SymptomLikely causeWhat to do
A colour will not change however many cues are firedAnother playback is holding that attribute with later precedenceRelease the playback; learn what your desk's precedence rules are
An effect looks mechanicalNo offset between fixturesSpread the offset across the group and adjust size and speed
The operator cannot find anything during a busked setA layout rebuilt differently for every showKeep one layout convention and reuse it

Practice it

On a desk with a dozen fixtures.

Practice it
01
Put four groups on faders and four colours on buttons.
Answer
Consistency matters more than which order you choose.
02
Build a circle effect on the movers and put its speed on a fader.
Answer
Offset is the control that makes it look intentional.
03
Bring a submaster up to ten per cent and then fire a blackout cue.
Answer
The blackout will not be black — that is the lesson.
04
Write a macro that releases everything.
Answer
This is the macro you will use most, on every show.
Field checklist
  • Faders and buttons follow your usual convention.
  • Effect speed is on a control you can reach.
  • A release-everything macro exists and is tested.
  • Nothing is left up that would spoil a blackout.
  • The layout is labelled where you can read it in the dark.
Chapter 10

Focus Sessions and Tech Rehearsals

The two days that decide a lighting show are the focus session, when the rig is aimed, and the technical rehearsal, when the show is built. Both are done with other people waiting, and both reward preparation far more than talent.

The focus session

Focusing is aiming: each fixture is brought up alone, somebody stands where the light is wanted, and the unit is panned, tilted, shuttered, zoomed and locked off. The designer calls it; an electrician on a ladder or lift does it; the operator drives the desk and writes it down.

Work in an order that suits the rig rather than the plot — one position at a time, one lift move at a time — because moving the access equipment is what costs the day.

Focus, tech, notes The two days that decide a lighting show are the focus session, when the rig is aimed, and the technical rehearsal, when the show is built — both with other people waiting. NEVER BE THE REASON FOR THE PAUSE BEFOREpatch provedgroups builtpalettes builtmagic sheet drawnbase file savedFOCUSone unit at a timework by position,not by channelwrite focus notesrecord position palettesTECHrecord as agreedsay what you recordeddecimals for insertionsblock at act startssave named versionsNOTESwrite them all firstquestion none until the endwork in stack ordertouch each cue oncesave againA tech is not the time to learn the desk, build the file or fix the rig.It is the time to build the show. Everything else belongs to the day before.Acknowledge every standby, never anticipate a go, and say at once if you miss one.
FIG 10.1 The cycle that builds a show: preparation, the focus session, the technical rehearsal and the notes that follow each run.

Focus notes, and why they are gold

A focus note records what each unit was focused to: the area, the person, the mark, and any shuttering. Written during the session, they let the rig be re-focused in a new venue, or re-aimed after something is knocked, without the designer being present.

On moving lights, the equivalent is the position palette. Record one for every place the show uses, name it for the place rather than the number, and the show can be re-pointed anywhere.

Focusing is one unit at a time, with somebody up a lift and somebody writing it down.

The technical rehearsal

A tech is where the show is assembled: the company works through the piece, stopping to build each moment, while lighting, sound, video and stage management record what they need. It is slow, it is public, and everybody's attention is on whoever is holding it up.

The operator's job is to be never the reason for the pause. That means groups and palettes built, a magic sheet to hand, one consistent way of recording, and saying clearly what you have just done.

Working with a designer

A designer thinks in looks and asks in shorthand: warmer, tighter, take the sides out, lose the backlight, make it later in the day. Your job is to translate that into the desk quickly and without editorial.

Offer options rather than opinions. "Do you want that in the cue only, or from here on?" is useful; "I think the blue is better" usually is not, unless you are asked.

Being called by a stage manager

In theatre, the operator does not decide when a cue happens. The stage manager calls standby — "standby LX 47" — and you acknowledge; then they call go and you press. Nothing else.

Acknowledge every standby, never anticipate a go, and if you miss one, say so on comms immediately and take the next call. The calling system only works if everybody in it is honest in real time.

Notes sessions and turning them round

After each run there is a notes session: a list of changes, given fast. Write them all down first and question none of them until the list is complete; half the notes solve each other.

Then work through them in stack order rather than in the order they were given, so the file is touched once per cue rather than five times.

What to have ready before a tech starts

Everything here is preparation nobody will give you time for later.

ReadyOr else
Groups for every sensible selectionEvery request becomes a search
Colour, beam and position palettesChanges have to be made cue by cue
A magic sheetYou cannot find anything at speed
A proved patchYou will chase ghosts in public
A saved base fileNowhere to return to
Paper and a penNotes arrive faster than you can type
Comms working and testedYou will miss calls
Where this varies
  • A tech is not the time to learn the desk, build the file or fix the rig. It is the time to build the show.
The operator's position during a tech is a prepared workplace, not just a desk.

How to do it

  1. Bring up a single fixture at a workable level and nothing else.
  2. Call out which unit is live so the person on the lift knows.
  3. Hold it while the designer directs the aim and the shutters.
  4. Write the focus note as it is agreed, not afterwards.
  5. For movers, record a position palette named for the place.
  6. Park the unit and move to the next in the same position.
  7. Keep a list of units that could not be reached or finished.
  8. Save the file at the end of every position.

What goes wrong

SymptomLikely causeWhat to do
Focus takes twice as long as plannedWorking in plot order rather than in access orderGroup by lift position; the equipment move is the expensive part
The show cannot be re-focused in the next venueNo focus notes and no position palettesWrite notes and record palettes during the session, every time
The tech stops repeatedly for lightingPreparation left undone: no groups, no palettes, unproved patchDo the preparation the day before; it is the job
Cues are fired earlyAnticipating the call rather than waiting for itAcknowledge standby, then wait for go, every time

Practice it

Whether or not you have a rig, run the process on paper.

Practice it
01
Write a focus order for a rig with four positions and a single lift.
Answer
By position, not by channel number.
02
Write the focus note you would take for a front-of-house special.
Answer
Area, person or mark, and any shuttering.
03
Write the five things you would have ready before a tech.
Answer
Groups, palettes, magic sheet, proved patch, saved base file.
04
Write out how you would acknowledge and take a called cue.
Answer
"LX 47, standby" — "standing by" — "LX 47, go" — press.
Field checklist
  • Patch proved and rig walked.
  • Groups, palettes and a magic sheet built.
  • Base file saved and exported.
  • Comms tested with the stage manager.
  • Paper and pen for notes.
  • You know how this production calls its cues.
Chapter 11

Busking, Live Operation & Troubleshooting

Outside theatre, most lighting is played rather than run. There is no stack, no script and often no rehearsal: a band walks on, and somebody makes the rig match the music in real time. It looks like improvisation and it is almost entirely preparation.

Not every show is pre-programmed — and things still go wrong.

Busking and live operation

Not all lighting is run from a pre-built cue stack. Busking is operating lights live, building looks on the fly by feel — common for concerts and events where the lighting responds spontaneously to the music or the moment rather than following a fixed script. A busking operator uses the console's faders, buttons, and effects to control the rig live, reacting in real time, which is a different skill from running a programmed cue stack — more improvisational, like playing an instrument with the lights. Many shows blend the two: a cue stack for structured moments and live busking for flexible ones.

Both approaches use the same console fundamentals (patch, the fixtures, the parameters) but apply them differently — the cue stack is composed in advance, busking is performed live. Understanding both, and when each fits, makes you a versatile operator. A corporate show might run entirely on a cue stack for precision; a concert might be largely busked for energy and responsiveness. Knowing how to do both, and to combine them, is part of being a complete lighting operator.

Busking means building playback material in advance — colour states, position states, looks, chases with their speeds — laid out so that they can be combined live. The skill is in the layout and in knowing the music, not in fast fingers.

Watch the stage and listen. Changes land on musical events: a chorus, a drop, a solo, the end of a verse. A change that arrives slightly late looks like a mistake; one that arrives with the music looks like design.

Troubleshooting and growing

Lighting-console problems are diagnosed with the systematic method, often tracing back to Lighting Basics. A fixture not responding usually points to patch or addressing (does the console patch match the fixture's address?) or to data/power not reaching the fixture (the DMX-or-power check from Lighting Basics). A cue not looking right points to how it was programmed. The console misbehaving points to its settings or programming. Knowing the patch-program-playback structure and the underlying DMX lets you isolate where a problem lies — a console issue, a patch error, or a fixture/data/power problem out in the rig.

Because lighting runs live, calm methodical troubleshooting matters, and good preparation (a verified patch, tested cues, a rehearsed stack) means few live faults. Master patching, building looks, recording cues, running a cue stack, busking, and troubleshooting, and you can operate a lighting console for real shows — the bridge from lighting theory to lighting craft. From here, mastering specific consoles (like the grandMA or ETC platforms) and advanced programming deepens the specialty, but the operation fundamentals are the same across them all.

Fault-find in the same order every time: is it the desk, the data, the power, or the fixture? Prove the desk is sending, prove data arrives, prove the fixture has power, and only then suspect the light itself.

Do it quietly. Most of the room cannot tell the difference between a failure and an operator who has not noticed, but everybody can see a person panicking at a console.

A fixture misbehaving, and what it usually means Eight things a fixture does wrong, grouped by whether the cause is data, the patch, the fixture itself or power, with the first thing to check for each. The symptom names the family. The family names the first test. DATAFlickers or stutterstermination, or a cableWhole run dead past one pointthat fixture or its cablePATCHResponds to another's channeloverlapping addressesFirst parameters right, laterones wrongwrong modeTHE FIXTUREColours and gobos one positionouthoming did not completeFault comes and goes as itmovescable loom in the yokePOWERTrips when everything switchesoninrush; stage the switch-onDimmer and warmer than itsneighboursvoltage drop on the runName the family before you touch anything.Almost every fault is one of these four, and knowing which narrows it before the firsttest.The order to test in is FIG fig-fault-order. This is the map you read before you start testing at all.
Eight fixture misbehaviours grouped by whether the cause is data, patch, the fixture itself or power.

Practical sign-off

Lighting operation is learned on a real console. The learner patches fixtures, builds looks, records cues, runs a cue stack on GO, tries busking, and troubleshoots a fault. A mentor signs off when the learner can program and run lights for a small show.

  • Patched and verified fixtures on a console
  • Built looks by setting fixture parameters
  • Recorded cues and sequenced a cue stack
  • Ran the show on GO and troubleshot a fixture/patch fault

Preparing to busk a band you have never heard

Ask for a set list and mark it: which songs are fast, which are ballads, where the solos are, where the singer talks. Ask the tour manager if any song has a specific look. Build four or five states you can live in — a warm, a cold, a big, a small and a bare one — and a way out of all of them.

Keep intensity under your hand. If in doubt, less: a simple look held through a song is better than a rig thrashing at every bar.

Support acts, corporate and one-offs

Support acts get whatever is left of the headliner's rig and ten minutes of your attention. Give them something clean, do not touch the headliner's file and put back anything you changed.

Corporate work is busking with different rules: the speaker must be lit properly, the brand colours are usually specified, and the mood changes at the presenter's instruction rather than at a chorus. Clean, bright, unfussy — and never dark on somebody's face.

The questions, in order

  • Is the desk actually outputting — is the fixture parked, released or at zero?
  • Is data reaching it — what does the fixture's own indicator say?
  • Does it have power, and has it homed properly?
  • Is the address or mode right on the fixture and on the desk?
  • Only then: is the fixture itself broken?
A fixture is doing nothing Work down the list in the same order every time. Most faults are found in the first three steps, and the fixture itself is the last thing to suspect. DESK · DATA · POWER · ADDRESS · THEN THE FIXTURE 1Is the desk asking?parked, released, at zero, or on another universe2Is data arriving?what does the fixture's own data indicator say3Does it have power?indicator, fans, and has it homed4Do address and mode agree?on the fixture and in the patch5Move the fixtureonto a known-good line — does the fault travel?6Move a good fixture inonto the suspect line — does the fault stay?7Only now: the fixturesource, shutter, mechanism, or a real failureDo it quietly. Everybody can see an operator panicking; almost nobody notices one working calmly.
FIG 11.2 The fault-finding order: desk, data, power, address, substitution — and the fixture itself last.

Recovering in front of an audience

If a fixture fails mid-show, take it out of the look rather than leaving a hole where it was. If a cue is wrong, hold it and fix it at the next natural change. If the desk fails entirely, get light on the stage by whatever means exist, and worry about the show afterwards.

Have a plan for the worst case before doors: what you would do if the desk restarted mid-show, and where the house lights are controlled from. Ten seconds of thinking in the afternoon is the difference between a pause and a disaster.

Fault-finding order, and what each test proves

Work down the list. Do not skip to the interesting answer.

TestProves
Fixture parked, released or at zero on the deskThe desk is not asking for anything
Data indicator on the fixtureDMX is arriving at that unit
Power indicator or fan noiseThe fixture is alive
Address and mode on the fixtureThe desk and the unit agree
Swap the fixture onto a known-good lineWhether the fault travels with the unit
Swap a known-good unit onto that lineWhether the fault stays with the line
Where this varies
  • Two tests — moving the fixture, and moving a good fixture into its place — settle nearly every lighting fault.

How to do it

  1. Get the set list and mark tempo, mood and features against each song.
  2. Build five states you can hold a song in, and put them on faders.
  3. Build a colour row and a position row you can combine with them.
  4. Build one chase with its speed on a fader.
  5. Set a bare state and a blackout you can reach without looking.
  6. Watch the first song and do almost nothing.
  7. Change on musical events, not between them.
  8. Save anything that worked before the next show.

What goes wrong

SymptomLikely causeWhat to do
The busked show looks franticChanging constantly rather than on musical eventsHold looks; change with the music, and less often than feels right
A fixture is declared dead and works fine on another lineThe fault was in the data pathAlways test by moving the fixture and moving a good one in
The corporate speaker is lit from behind and in shadowConcert instincts applied to speech workFront light first, bright and even; mood second
The desk reboots mid-show and nothing happens for a minuteNo plan for the worst caseDecide before doors what you would do, and where house light comes from

Practice it

Busk one song, on any rig, with a recording you know.

Practice it
01
Build five states and put them under your hands.
Answer
Warm, cold, big, small, bare is a complete set.
02
Play the song through once, changing only at the chorus.
Answer
It will feel too static and look right.
03
Play it again and add one effect with its speed live.
Answer
Speed under a hand is what makes an effect musical.
04
Say afterwards which changes were with the music and which were not.
Answer
The ones that were late are the ones that looked like mistakes.
Field checklist
  • Playback states built and laid out consistently.
  • Set list marked, or the run of show at the desk.
  • A blackout and a release you can reach without looking.
  • A fault-finding order you use every time.
  • A plan for the desk failing.
  • Show file saved and exported.
Chapter 12

Timecode and Show Control

Sooner or later the lighting stack stops being driven by a person. A timecode stream, a show controller, a video server or a sound desk takes over, and the operator's job becomes making sure the desk is listening and knows what to do when the signal stops.

Why anything triggers anything

When several departments must hit the same moment — a video frame, a lighting change, a pyrotechnic, an audio stinger — a human in each department pressing GO is not accurate enough. One clock, or one controller, fires them all.

That clock is usually timecode: a running count of hours, minutes, seconds and frames, distributed to every department, with each desk holding a list of what to do at which time.

When something else presses GO Timecode, MIDI, OSC or a contact closure takes over so that several departments hit the same moment. The operator's job becomes making sure the desk listens — and knows what to do when the signal stops. EVERY TRIGGERED SHOW NEEDS A REHEARSED MANUAL FALLBACK THE CLOCKtimecode, controllerLIGHTINGVIDEOAUDIOEFFECTSWHAT TO SETa trigger time on every cuewhat happens if the clock stopshow to take manual controlwhere the show restarts fromwho decides on a restartREHEARSE LOSING IT, IN THE AFTERNOONStop the timecode mid-run, take the stack by hand, restart it, and watch where the desk goes.Write the fallback on the same sheet as the cue list — you will not be thinking clearly when you need it.Cue numbers become an interface between departments. Do not renumber without telling everybody.
FIG 12.1 One clock firing several departments, and the five things an operator must set before relying on it.

Timecode in practice

The desk receives timecode and each cue in the stack carries a trigger time. When the incoming clock reaches that time, the cue fires. Programming is done by playing the track, marking times roughly, then nudging them frame by frame until they land.

Know what happens when timecode stops: most desks can hold, jump or continue, and the right behaviour depends on the show. Know too how to take manual control instantly, because the day the clock dies you will need to run the show by hand.

MIDI, OSC and contact closures

MIDI notes and MIDI show control, OSC messages over a network, and simple contact closures all do the same job at smaller scale: one device telling another that a moment has arrived.

They are the glue of corporate and installed work — a button on a wall, a cue from a presentation system, a trigger from a media server — and they are worth understanding even if somebody else configures them.

Working inside somebody else's show control

When a show controller is in charge, your stack is a set of states it can call, and the numbering becomes an interface between departments. Do not renumber cues without telling whoever holds the master list.

Agree early what happens on a restart: where the show picks up, what state the rig should be in, and who decides. Most show-control disasters are recovery problems, not trigger problems.

Rehearsing the failure

Before the show, rehearse losing the trigger. Stop the timecode mid-run and take the stack manually. Restart it and watch where the desk goes. Do it once in the afternoon so that when it happens at night you have already done it.

Write the manual fallback down on the same sheet as the cue list, because the moment you need it is the moment you will not be thinking clearly.

Ways one thing triggers another

All of them do the same job at different scales.

MethodTypical useWatch for
TimecodeMusic-driven shows, broadcast, complex sequencesWhat happens when it stops
MIDI / MSCTheatre and corporate cue systemsChannel and device numbering
OSC over networkMedia servers, controllers, custom systemsNetwork reliability and addressing
Contact closureButtons, sensors, simple installsBounce and accidental triggers
Manual GOEverything else, and every fallbackThe operator must still know the show
Where this varies
  • Every triggered show needs a rehearsed manual fallback. Every one.

On the job

A corporate opening runs to timecode with video, lighting and audio locked together. The playback laptop drops the stream twelve seconds in. The lighting operator, who rehearsed this in the afternoon, takes the stack manually at the next cue and the room never notices.

What goes wrong

SymptomLikely causeWhat to do
Cues fire at the wrong moment on the nightTimes set roughly and never nudged against the real playbackProgramme against the actual audio, frame by frame, and run it twice
The desk sits doing nothing when timecode stopsNo agreed behaviour and no manual fallbackSet the desk's timecode-loss behaviour and rehearse taking manual control
A renumbered cue breaks another department's triggersThe stack is an interface, and it changed without noticeTreat cue numbers as shared; tell the show-control operator before changing them

Practice it

With any desk that accepts timecode, or with MIDI from a laptop.

Practice it
01
Programme five cues against a piece of music using timecode.
Answer
Rough first, then nudge; never try to be exact on the first pass.
02
Nudge two of them until they land exactly on musical events.
Answer
Frames matter; a cue late by half a second reads as a mistake.
03
Stop the timecode mid-run and take the stack manually.
Answer
This is the rehearsal that matters most.
04
Write down your manual fallback in one sentence.
Answer
"Take GO manually from the cue after the last one that fired."
Field checklist
  • Every cue has a trigger time or a trigger source.
  • The desk's behaviour on signal loss is set deliberately.
  • The manual fallback is written down and rehearsed.
  • Cue numbering has been agreed with whoever holds the master list.
  • Restart behaviour is agreed with the other departments.
Chapter 13

Moving Lights, LEDs and Colour

A modern rig is mostly motors and diodes. Both behave in ways a lamp never did: they home, they calibrate, they mix colour arithmetically, they dim on a curve somebody chose, and they can look perfect to your eye and terrible on camera.

What a moving light is doing

A moving head contains a source, a colour system, a beam system and two motors for pan and tilt, all under the control of a small computer. When it powers up it homes: it drives each mechanism to a known end stop so it knows where everything is.

If a fixture is in the wrong place, is a different colour from its neighbours, or has a gobo halfway in, the first move is usually a reset: tell it to home again from the desk and let it re-find itself.

A moving head is motors, a source and a small computer, hanging upside down.

Colour mixing systems

Subtractive mixing takes white light and removes what you do not want, using cyan, magenta and yellow flags — the CMY system in most moving lights. Additive mixing builds colour by combining coloured emitters, which is what LED fixtures do with red, green, blue and often white, amber or lime.

The practical difference is what happens at the edges. Subtractive systems dim colour smoothly and lose output as they saturate; additive systems can make some colours brilliantly and others not at all, and two fixtures of different models rarely match without being tweaked.

Making a rig match

Different models, different ages and different production batches do not produce the same white or the same red. Build the palette from the fixture that looks worst, then trim the others to it, and store the result as a palette per fixture type.

Do this once at the start, and every cue afterwards inherits it. Do it never, and the audience sees a row of nearly-matching lights all night.

Fixtures of the same model do not produce the same white until you make them.

Dimming curves and the bottom end

A dimming curve maps the control value to actual output. Tungsten fixtures dim gently and warm as they go; LEDs dim linearly unless told otherwise, and often step or extinguish in the last few per cent.

Where a desk or fixture offers curves, choose one deliberately and use the same one across the rig. A slow fade to black that ends in a visible snap is almost always a bottom-end curve problem.

LED on camera

Camera
Camera

LEDs are dimmed by switching very fast, and cameras sample at their own rate. When the two disagree you get banding, flicker or rolling bars in footage that looked perfect to the eye in the room.

Where anything is being filmed, ask the camera department early, use fixtures with a selectable high refresh rate, set it, and then look at an actual camera before the audience arrives. This problem is invisible from the desk.

Haze, and why beams need air

A beam is only visible because of particles in the air. Haze is a fine, even suspension that reveals beams without looking like smoke; smoke and fog are heavier effects for a deliberate look.

Haze takes time to fill a room and needs the air handling turned down to stay. It also sets off smoke detection systems, which is a conversation with the venue and sometimes with a fire officer, held well before the show.

A beam is only visible because of particles in the air.

A fixture misbehaving, and what it usually means

Reset first; most of these clear themselves.

BehaviourUsually
Pointing somewhere nothing else isFailed homing, or a knocked unit
A different colour from its neighboursUncalibrated colour, or a different model
Gobo half in frameMechanism error; reset it
Snapping out at the bottom of a fadeDimming curve at the bottom end
Flickering on camera onlyRefresh rate against the camera's shutter
Beams invisibleNo haze, or the air handling is clearing it
Moves fine, no lightLamp, source failure, or shutter closed
Where this varies
  • Reset, then check address and mode, then suspect the fixture. In that order.

How to do it

  1. Power up and let every fixture finish homing before touching anything.
  2. Check that all units of a type report the same mode.
  3. Bring the whole type up in open white and compare.
  4. Trim each unit to the worst one, not to the best.
  5. Store a matched white palette for that type.
  6. Repeat for the show's main colours.
  7. Set the same dimming curve across the rig.
  8. If cameras are present, look at a camera before you call it done.

What goes wrong

SymptomLikely causeWhat to do
One mover is always a few degrees offHoming failure or a physical knockReset it; if it persists, it needs mechanical attention
The wash looks patchy in a single colourUncalibrated fixtures, or mixed models in one groupBuild matched palettes per type, trimmed to the worst unit
Footage flickers and the room looked fineLED refresh rate against camera shutterRaise the fixtures' refresh rate and confirm on a camera, not by eye
Beams are invisible at showtime and were fine in rehearsalAir handling clearing the haze, or the haze never restartedAgree air handling with the venue and start hazing early

Practice it

With any group of LED or moving fixtures.

Practice it
01
Bring the whole group up in open white and find the odd one out.
Answer
There is always an odd one out.
02
Trim the group to match and store it as a palette.
Answer
Matched to the worst unit, or the match fails at the top.
03
Fade the group slowly to zero and watch the last five per cent.
Answer
Steps and snaps at the bottom are curve problems.
04
If you have a camera, film it and compare with what your eyes saw.
Answer
The camera sees things your eyes cannot.
Field checklist
  • Every fixture has homed cleanly.
  • All units of a type are in the same mode.
  • White and the main colours are matched and stored as palettes.
  • One dimming curve is set across the rig.
  • Refresh rate is set if cameras are present, and checked on a camera.
  • Haze is agreed with the venue and running in time.
Chapter 14

Power, Safety and the Rig Overhead

A lighting rig is an electrical installation hanging over people's heads, running hot. The operator does not rig it and does not wire it, and still has to understand it — because the operator is often the person who notices first that something is wrong.

What a rig draws

Every fixture has a power figure, and a rig's total is what the venue has to supply. LED fixtures draw far less than the tungsten they replaced, but they draw it all the time rather than only when bright, and a truss full of them still adds up.

Power is distributed from a board through cable to the rig, and the distribution is designed by somebody qualified. What an operator needs is the total, the circuits, and the knowledge of which fixtures are on which circuit when one goes out.

Fixtures overhead

Anything hung over people carries a primary fixing and a secondary safety — a bond or wire that holds the unit if the clamp fails. Accessories such as barn doors and gobo holders get their own safeties, because they are what actually falls.

Nobody works under a rig that is moving, and nobody stands under a fixture being worked on. As an operator, keep the stage clear when units are being focused and never bring a mover to life while somebody's hands are in it.

What an operator checks, even though somebody else rigs it The operator is often the first person to notice that something overhead is wrong — usually during a channel check, hours before an audience is underneath it. RECOGNISE IT · REPORT IT · IN WRITING SECONDARY SAFETYon every fixture AND every accessoryCLAMPtight, undamaged, seated on the barCABLEundamaged, dressed, not taking weightDISTANCE TO DRAPESwhatever the fixture's data saysCIRCUIT IDENTITYso a dead branch can be reported preciselyHAZE AND DETECTIONagreed with the venue, with somebody responsibleNobody works under a rig that is moving. Warn the floor, wait for the acknowledgement, and neverbring a mover to life while somebody's hands are in it.Treat every fixture as hot. Rigging, electrical and structural decisions belong to trained people.
FIG 14.1 The six things an operator checks on a rig they did not build, and reports in writing when they are wrong.

Heat and hands

Fixtures get hot — hot enough to burn instantly, and they stay hot long after they are switched off. Gel frames, barn doors and the bodies of tungsten units are all burns waiting to happen, and gloves live in a technician's back pocket for exactly this.

Heat also matters to the things around a fixture: drapes, scenery, sprinkler heads and ceilings all have minimum distances, and fixtures near them are somebody's documented decision, not an accident.

Fixtures burn, and they stay hot long after they are switched off.

Working around a rig safely

  • Keep the floor clear under anything being rigged, focused or serviced.
  • Never park a mover in a position where somebody is working on it.
  • Warn the floor before any rig movement, and wait for the acknowledgement.
  • Treat every fixture as hot unless you know it is not.
  • Report damaged clamps, missing safeties and frayed cable immediately, in writing.
  • Stop work that is unsafe, and say why; nobody in this industry is fired for that.
Every fixture and every accessory carries a secondary safety.

Haze, alarms and the venue

Atmospheric effects and smoke detection do not get along. Venues have procedures: detectors isolated for the performance, a fire watch in place, an agreed limit, and a person responsible.

As an operator you may be asked to run the hazer. Know who agreed what, know how to stop it instantly, and never start hazing because the beams look better without telling anybody.

What an operator must recognise, even though somebody else does it

Recognising these is the operator's part of rig safety.

ThingWhat right looks like
Secondary safetyPresent on every fixture and every accessory
ClampTight, undamaged, correctly seated on the bar
CableUndamaged, dressed, strain-relieved, not taking weight
Distance to drapes and sceneryWhatever the fixture's data says, respected
Circuit identityKnown, so a dead branch can be reported precisely
Haze and detectionAgreed with the venue, with someone responsible
Where this varies
  • Rigging, electrical work and structural decisions belong to trained people. Recognising a fault and reporting it belongs to everybody.

On the job

An operator notices during a channel check that one fixture has no safety bond. It takes one radio call and five minutes to fix at four in the afternoon. The same observation at ten at night, with an audience underneath it, has no good answer.

What goes wrong

SymptomLikely causeWhat to do
A whole branch of fixtures is deadA tripped circuit rather than a fixture or data faultKnow your circuits; report which one, and let a qualified person reset it
Somebody is burned during focusA hot fixture handled without glovesGloves as standard; treat every unit as hot
The fire alarm goes off during a showHaze without an agreed detection procedureAgree isolation and fire watch with the venue in advance, every time
A mover swings while somebody is working on itNo warning and no lockout of that fixturePark and warn before anybody touches a unit, and confirm before you release it

Practice it

At the next rig you stand under.

Practice it
01
Look for secondary safeties on ten fixtures and count how many are missing.
Answer
Missing safeties are common and always reportable.
02
Find out how many circuits feed the rig and which fixtures are on each.
Answer
Most operators do not know, and it is the first question when a branch dies.
03
Find out who agreed the haze and detection procedure.
Answer
If nobody can tell you, that is the finding.
04
Say what you would do if a fixture fell during a show.
Answer
Stop the show through the stage manager; nothing else comes first.
Field checklist
  • Secondary safeties present on fixtures and accessories.
  • No damaged cable or clamps seen during the channel check.
  • Circuits known, so a dead branch can be described precisely.
  • Floor clear whenever the rig moves.
  • Haze and detection agreed with the venue.
  • Anything unsafe reported, in writing, the moment it is seen.
Chapter 15

Show Files, Load-out and Where This Leads

A show file is days of work in something the size of a photograph, on a machine that will eventually fail. How you save it, where you put it and what you leave behind at the end of a job is the difference between a craft and a series of heroic rescues.

Saving, naming and versions

Save at every natural break and name versions by date and stage: after patch, after palettes, after the first act, after notes. A file called show_final_3 tells you nothing; one called 2026-09-17 after tech notes tells you everything.

Keep the old versions. The whole point of a named history is being able to go back one step when something has been overwritten, and the step you will want is never the one you expected.

The show file is the job Days of work live in something the size of a photograph, on a machine that will eventually fail. Save by stage, name by date, and keep a copy that is not in the console case. SAVE BY STAGE · NAME BY DATE · COPY OFF THE DESK after patchafter palettesafter focusafter act oneafter tech notesfinalTWO PLACES, ONE OF THEMNOT IN THE CONSOLE CASEa stick in your bag,a cloud folder, a colleague's copyAND ON A TRACKING BACKUPknow how it is armed,how you hand over to it,and test it before doorsAND WHEN YOU LEAVErestore any house patch you changed · return what you borrowed · label what is brokenand write the handover note: what changed, what is broken, where the file is.The next operator is often you, six months later, with no memory of any of it.
FIG 15.1 Saving by stage through the day, copying off the desk, and what you leave behind when you go.

Backups, off the desk

Export the file from the console to a memory stick, and get a second copy somewhere that is not in the same case: a laptop, a cloud folder, a colleague's stick. Consoles fail, sticks fail, and cases get left behind.

Where a production runs a tracking backup — a second desk following the first, ready to take over — know how it is armed, how you hand over to it, and test the handover before the audience arrives rather than during.

Load-out, and what the next show inherits

At the end, the rig is either struck or handed on. Either way: put house fixtures back where they were, restore any patch you changed, coil and label what you used, flag anything broken, and leave the desk in the state the venue expects to find it.

Write the handover note even when nobody asked for one: what you changed, what is broken, where the file is. The next operator is often you, six months later, with no memory of any of it.

Where lighting operation leads

From operating, the routes are clear: programmer, building shows for designers at scale; lighting designer, deciding what the show looks like; system or crew chief, owning the rig and the data; production electrician, owning the plot, power and paperwork; and the touring versions of all of them.

Every one of those jobs is built on doing this one well. Nobody is hired to programme a large show by somebody who has not first proved they can patch a rig, keep a file tidy and stay calm through a tech.

How to get better, deliberately

  • Rebuild a show you have run, from scratch, on an offline editor.
  • Programme the same look three ways and keep the fastest.
  • Learn one new desk a year well enough to patch and busk on it.
  • Watch other operators' hands during changeovers.
  • Keep your own template file: groups, palettes, layout, macros, ready to adapt.
  • Ask designers what they wish operators did differently, and believe the answer.

Where operating leads, and what each role adds

All of them are built on the same foundation.

RoleOwns
OperatorRunning the show and keeping the file honest
ProgrammerBuilding the show at speed for a designer
Lighting designerWhat the show looks like, and why
Crew chief / system technicianThe rig, the data and the crew
Production electricianThe plot, the power, the paperwork and the build
Touring versions of all of theseThe same job, in a different city every day
Where this varies
  • Every one of these people started by patching a rig and proving it. There is no route that skips it.

How to do it

  1. Save the final show file and name it with the date and the production.
  2. Export it to two places, one of them not in the console case.
  3. Restore any house patch or house preset you changed.
  4. Return borrowed fixtures, cable and accessories to where they came from.
  5. Flag and label anything broken, in writing.
  6. Leave the desk in the state the venue expects.
  7. Write a short handover note: changes, faults, and where the file is.
  8. Keep your own copy of the file for your template library.

What goes wrong

SymptomLikely causeWhat to do
A show file is lost and the show is reprogrammed from memoryOne copy, on the consoleExport every save; keep a copy off the desk and out of the case
The next event in the venue starts with a broken patchHouse settings changed and never restoredRecord what you change on a house rig and put it back
The same faulty fixture appears show after showIt was never flagged in writingLabel faults when found and report them to whoever owns the rig
An operator plateaus after a yearOnly ever running shows somebody else builtRebuild shows offline, learn other desks, and ask designers for notes

Practice it

Take the next show file you build.

Practice it
01
Name five versions of it through the day, by stage.
Answer
After patch, after palettes, after tech, after notes, final.
02
Export it to two places and say which is not in the console case.
Answer
A stick in your bag and a cloud folder is enough.
03
Write the handover note for the venue in four lines.
Answer
Changes, faults, where the file is, who to call.
04
Start a personal template file you will reuse on the next job.
Answer
Groups, palettes, layout and macros carry across almost any show.
Field checklist
  • The final file is saved, named and exported twice.
  • House patch and presets are restored.
  • Everything borrowed is back where it came from.
  • Faults are labelled and reported in writing.
  • A handover note exists.
  • You kept a copy for your own template library.
Chapter 16

Glossary

Art-NetA protocol carrying DMX universes over a standard network.
Block cueA cue that stops earlier values tracking forward through it.
BuskingPlaying a show live from prepared states rather than running a recorded stack.
Channel checkBringing each fixture up alone to prove the patch matches the rig.
ChaseA sequence of recorded states stepping in order at a set rate.
CueA recorded moment the desk can return to and fade into.
Cue onlyRecording a change into one cue while protecting the following cue.
Cue stackThe show's cues in order, with numbers that allow insertions.
Cue synopsisThe designer's list of the moments a show needs light to change.
Dimming curveThe mapping between control value and actual light output.
DMXThe control protocol carrying 512 channel values down one daisy-chained run.
Effect engineThe part of a desk that generates movement mathematically, with size, speed and offset.
ExecutorA fader or button holding a state, a chase or a look for live playback.
Focus noteThe written record of what a fixture was aimed at during a focus session.
Focus sessionThe session in which the rig is aimed, unit by unit, with the designer.
GOThe command that executes the next cue.
GroupA stored selection of fixtures, named for what it does.
Highest takes precedenceThe rule that the source asking for the most intensity wins.
HomingA fixture driving its mechanisms to known end stops so it knows where they are.
HookupThe list of what is on each channel, at what address, in what colour.
Light plotThe scale drawing of the rig seen from above, in standard symbols.
LookA complete lighting state — a picture of light.
MacroA recorded sequence of console commands played back with one press.
Magic sheetA one-page drawn summary of the rig by purpose, used at speed.
NodeA device converting network lighting protocols to physical DMX lines.
PaletteA stored value for one kind of attribute — colour, beam or position — that cues refer to.
PatchTelling the console what fixtures are at which addresses.
PlaybackRunning the show by triggering cues.
ProfileThe desk's description of a fixture model: its channels, ranges and modes.
ProgramBuilding looks and recording cues.
RDMThe extension that lets a desk discover, read and address fixtures remotely.
ResetTelling a fixture to home again when a mechanism is misbehaving.
sACNA standard protocol for carrying lighting universes over a network.
Secondary safetyThe bond that holds a fixture or accessory if its primary fixing fails.
SplitterA device driving several isolated DMX branches from one line.
StandbyThe stage manager's warning that a cue is next, acknowledged by the operator.
SubmasterA fader holding a state that can be added on top of the stack.
TerminatorThe resistor at the end of a DMX run that stops reflections on the line.
TimecodeA running clock distributed to departments so cues fire at exact times.
TrackingThe behaviour where a recorded value stays in following cues until changed.
UniverseOne set of 512 DMX channels.
Visual glossary

What the gear actually looks like

Every device named in this book, in one place. Recognition is the whole point of Chapter 4 — use this page to attach a picture to each name before you meet it on a dock at six in the morning.

Audio
Dynamic microphone
Dynamic microphone
Condenser microphone
Condenser microphone
Wireless handheld
Wireless handheld
Radio rack
Radio rack
Mixing console
Mixing console
Stage box / snake
Stage box / snake
Power amplifier
Power amplifier
Main loudspeaker
Main loudspeaker
Subwoofer
Subwoofer
Stage monitor wedge
Stage monitor wedge
In-ear monitors
In-ear monitors
DI box
DI box
Video
Camera
Camera
Video switcher
Video switcher
Scaler / processor
Scaler / processor
Projector
Projector
LED wall panel
LED wall panel
Confidence monitor
Confidence monitor
Lighting & control
Conventional fixture
Conventional fixture
Moving-head fixture
Moving-head fixture
Lighting console
Lighting console
Dimmer
Dimmer
Show controller
Show controller
Media server
Media server
Networking & infrastructure
Network switch
Network switch
Patch bay
Patch bay
Equipment rack
Equipment rack
Power distribution
Power distribution
Cable tester
Cable tester
A properly coiled cable
A properly coiled cable
Connectors, close up
XLR
XLR
TRS / TS ¼-inch
TRS / TS ¼-inch
SDI on BNC
SDI on BNC
HDMI
HDMI
Cat5e / Cat6 (RJ45)
Cat5e / Cat6 (RJ45)
Fiber optic
Fiber optic
DMX (5-pin XLR)
DMX (5-pin XLR)
AC power — not signal
AC power — not signal
Reboot AV
Find the source.
Find the destination.
Work along the path between them.
Every device on every show exists to serve that movement. Everything after Lighting Operation goes deeper in one direction.
rebootav.tech